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Artifically spawned mobs have a vastly reduced penalty for death moodlet (#93348)
## About The Pull Request Closes #93285 Mood event from the death of a mob spawned "artificially" is 75% weaker, lasts 80% the duration, and don't compound An artificial monkey's death will now result - -8 * 0.25 * 0.5 = floor(1) = 1 strength moodlet for the average crew member - ...Lasting 30 seconds (unless refreshed) - -8 * 0.25 * 1.5 = floor(3) = 3 strength moodlet for animal friends - ...Lasting 1.5 minutes (unless refreshed) - -8 * 0.25 = floor(2) = 2 strength moodlet for compassionate crew members - ...Lasting 1 minute (unless refreshed) Artifical spawning includes - Moneky Cube - Xenobiology Console - "Life" reaction - Summoned rats - Spawner grenades - Cult ghosts Lemmie know if I'm missing any obvious spawns ## Why It's Good For The Game While funny it was not my intention to have Xenobiology / Genetics / Virology nuke your mood. ## Changelog 🆑 Melbert balance: Death of artifical mobs (such as monkey cube monkeys) result in a 75% weaker, 80% shorter moodlet that does not compound with more deaths. /🆑
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@@ -570,9 +570,12 @@
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/datum/mood_event/see_death/add_effects(mob/dead_mob)
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if(isnull(dead_mob))
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return
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if(HAS_TRAIT(dead_mob, TRAIT_SPAWNED_MOB))
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mood_change *= 0.25
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timeout *= 0.2
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if(HAS_TRAIT(owner, TRAIT_CULT_HALO) && !HAS_TRAIT(dead_mob, TRAIT_CULT_HALO))
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// When cultists get halos, they stop caring about death
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mood_change = 4
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mood_change *= -0.5
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description = "More souls for the Geometer!"
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return
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@@ -603,9 +606,9 @@
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description = replacetext(normal_message, "%DEAD_MOB%", get_descriptor(dead_mob))
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/datum/mood_event/see_death/be_refreshed(datum/mood/home, ...)
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/datum/mood_event/see_death/be_refreshed(datum/mood/home, mob/dead_mob, ...)
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// Every time we get refreshed we get worse if not desensitized
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if(!HAS_TRAIT(owner, TRAIT_DESENSITIZED))
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if(!HAS_TRAIT(owner, TRAIT_DESENSITIZED) && !HAS_TRAIT(dead_mob, TRAIT_SPAWNED_MOB))
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mood_change *= 1.5
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return ..()
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